Figure 6 - uploaded by Ulf Assarsson
Content may be subject to copyright.
Demonstration of several problematic cases. Light bleeding is shown in (a), where a strong light source is directed at the far side of a thin object. The near side, visible by the camera, is affected by light bleeding through the object. When the camera is placed on the other side of the same object (b), the problem with extreme initial distributions of radiance becomes visible. In (c), a single propagation iteration is taken. 

Demonstration of several problematic cases. Light bleeding is shown in (a), where a strong light source is directed at the far side of a thin object. The near side, visible by the camera, is affected by light bleeding through the object. When the camera is placed on the other side of the same object (b), the problem with extreme initial distributions of radiance becomes visible. In (c), a single propagation iteration is taken. 

Source publication
Article
Full-text available
This paper introduces a new GPU-based, real-time method for rendering volumetric lighting effects produced by scattering in a participating medium. The method includes support for indirect illumination by scattered light, high-quality single-scattered volumetric shadows, and approximate multiple scattered volumetric lighting effects in isotropic an...

Contexts in source publication

Context 1
... former is mainly visible in scenes with many thin separating features (e.g., thin walls) that cut through voxels. Figure 6a demonstrates this effect. Light bleeding is men- tioned by Kaplanyan and Dachsbacher [2010], who suggest that their cascaded LPV approach reduces bleeding to some degree. ...
Context 2
... initial distributions are some- what tricky to deal with, as they break the assumption that the LPVs are used to simulate low-frequency effects. Figure 6b demonstrates the problem by aiming a strong light source at a small surface area (the surface area is completely contained within a voxel). ...
Context 3
... the number of propagation iterations can also reduce blockiness at the cost of performance, although large fuzzy block- ing may interfere with the smoothing from extra propagation. In Figure 6c we perform only one propagation iteration to illustrate the problem. With the suggested eight propagation iterations we do not observe this problem in the absence of large fuzzy blocking. ...

Similar publications

Article
Full-text available
In school buildings, natural light has considerable physiological benefits, and increases energy efficiency while reducing the operational energy consumption of buildings. It is thus crucial to maximize the amount of daylight, as well as to improve its quality, in educational premises. In Italy and other European countries, many historic buildings...
Article
Full-text available
The aim of this article was to assess some of the main lighting software programs habitually used in architecture, subjecting them to a series of trials and analyzing the light distribution obtained in situations with different orientations, dates and geometry. The analysis examines Lightscape 3.2, Desktop Radiance 2.0, Lumen Micro 7.5, Ecotect 5.5...
Article
Full-text available
Energy efficiency along with visual comfort have been given utmost importance in the present scenario. This has given rise to the control of daylight which allows the integration of daylight along with artificial light in any interior. The cost of energy can be reduced by combining lighting controls along with blind control. Thus research and devel...
Thesis
Full-text available
In this thesis, a new way to approximate the environmental lighting due to fire flicker using a procedurally generated radiance map is presented. This local dynamic radiance map is projected from the fire source through a cube texture outwards toward the surrounding environment. To achieve realistic results, we have chosen some global illumination...
Conference Paper
Full-text available
Artificial lighting is one of the visible source of energy consumption in any industries. Energy consumption can be minimized by enhancing the daylight availability in the building. In this paper, daylight availability in the interior of a low rise building located in the composite climate of India, based on the actual design of the building is stu...

Citations

... We exclude some materials in which single scattering can influence appearances significantly, such as low-concentration liquid, lowdensity cloud and fog [NGD*06, KF12,SZLG10]. • Observer outside: Some participating media problems consider a global effect, meaning the medium involves the entire scene, including the viewpoint or camera [SDS*16, BSA12]. In contrast, BSSRDF approaches aim only to estimate the radiance leaving the translucent object and are limited to objects that the observer cannot enter. ...
Article
Full-text available
Sub‐surface scattering is always an important feature in translucent material rendering. When light travels through optically thick media, its transport within the medium can be approximated using diffusion theory, and is appropriately described by the bidirectional scattering‐surface reflectance distribution function (BSSRDF). BSSRDF methods rely on assumptions about object geometry and light distribution in the medium, which limits their applicability to general participating media problems. However, despite the high computational cost of path tracing, BSSRDF methods are often favoured due to their suitability for real‐time applications. We review these methods and discuss the most recent breakthroughs in this field. We begin by summarizing various BSSRDF models and then implement most of them in a 2D searchlight problem to demonstrate their differences. We focus on acceleration methods using BSSRDF, which we categorize into two primary groups: pre‐computation and texture methods. Then we go through some related topics, including applications and advanced areas where BSSRDF is used, as well as problems that are sometimes important yet are ignored in sub‐surface scattering estimation. In the end of this survey, we point out remaining constraints and challenges, which may motivate future work to facilitate sub‐surface scattering.
... Kajiya and Von Herzen [45] first used a spherical harmonics grid to compute the scattering of light in clouds, so it came naturally that this approach was used to produce volumetric lighting. Billeter et al. [132] extended the light propagation volumes technique to produce this effect. They used a modified LPV in which they injected the radiance that comes directly from the light source, together with a propagation strategy that incorporates a light scattering and decimation model. ...
Article
Full-text available
The most important component of photorealism in Computer Graphics is given by a physically correct approximation of the light transport. Besides the direct illumination from light sources, there is an indirect illumination, produced by the reflections of the light rays on other surfaces of the scene. In Computer Graphics, the process of computing the illumination of a surface by considering both the direct and the indirect illumination is widely known as global illumination. This paper describes several classes of real-time global illumination techniques used in current game engines together with our own implementations of these approaches. All implementations were made in our own framework, specially designed with a multi-pass rendering architecture that allows fast implementation of rendering techniques and the reuse of functionalities. We analyze these classes based on the following criteria: the visual results produced by the indirect diffuse lighting, the ability to produce glossy reflections, shadows, ambient occlusion, subsurface scattering, translucency and volumetric lighting as well as the ability to simulate area lights. We present the quantitative results of our implementations, obtained with the same external parameters for all techniques, thanks to the unified implementations in the same framework. An important observation is that our analysis is focused on the techniques that are based on the rasterization pipeline, thus, the comparison does not include the techniques designed entirely for the ray-tracing pipeline.
Article
A visual expression called Energy-Wave, which shows light emission from high-energy fields, is popularly used in creative contents such as animations and computer games. This research proposes a new method for representing energy-Wave in real-time 3D graphics. Conventional energy-wave rendering techniques use the animation texture or the particle animation. However, the animation-texture method restricts the view point, and the boundaries of the energy-wave appear too clearly. The particle-animation method is not suitable for showing a dense energy field and not appropriate for covering a wide region. This paper presents a new method in which the energy distribution is described as a continuous scalar function. The new method is advantageous over the conventional methods since there is no restriction of the view point, resolution, and the covering region. The proposed method also utilizes GPGPU, and the output images are dynamically created from small input and can quickly deform the shape of the energy wave. The previous work of this research was able to deal with point-centered and line-centered energy-distribution functions. The new method can deal with torus-shaped and quadratic curve-centered distribution functions quickly.
Article
Full-text available
Indirect illumination involving with visually rich participating media such as turbulent smoke and loud explosions contributes significantly to the appearances of other objects in a rendering scene. However, previous real‐time techniques have focused only on the appearances of the media directly visible from the viewer. Specifically, appearances that can be indirectly seen over reflective surfaces have not attracted much attention. In this paper, we present a real‐time rendering technique for such indirect views that involves the participating media. To achieve real‐time performance for computing indirect views, we leverage layered polygonal area lights (LPALs) that can be obtained by slicing the media into multiple flat layers. Using this representation, radiance entering each surface point from each slice of the volume is analytically evaluated to achieve instant calculation. The analytic solution can be derived for standard bidirectional reflectance distribution functions (BRDFs) based on the microfacet theory. Accordingly, our method is sufficiently robust to work on surfaces with arbitrary shapes and roughness values. In addition, we propose a quadrature method for more accurate rendering of scenes with dense volumes, and a transformation of the domain of volumes to simplify the calculation and implementation of the proposed method. By taking advantage of these computation techniques, the proposed method achieves real‐time rendering of indirect illumination for emissive volumes.
Article
Full-text available
Efficient light transport simulation in participating media is challenging in general, but especially if the medium is heterogeneous and exhibits significant multiple anisotropic scattering. We present a novel finite-element method that achieves interactive rendering speeds on modem GPUs without imposing any significant restrictions on the rendered participated medium. We achieve this by dynamically decomposing all illumination into directional and point light sources, and propagating the light from these virtual sources in independent discrete propagation volumes. These are individually aligned with approximate principal directions of light propagation from the respective light sources. Such decomposition allows us to use a very simple and computationally efficient unimodal basis for representing the propagated radiance, instead of using a general basis such as Spherical Harmonics. The presented approach is biased but physically plausible, and largely reduces rendering artifacts inherent to standard finite-element methods while allowing for virtually arbitrary scattering anisotropy and other properties of the simulated medium, without requiring any precomputation.
Article
In this paper, we present an enhanced subsurface light propagation volumes (ESLPV) method for real-time rendering of translucent materials. Our method is an extension of the subsurface light propagation volumes (SSLPV) (Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics, HPG ’11, pp 7–14 ACM 2011) technique. We improve the SSLPV by incorporating a single-scattering framework that uses the same spherical harmonics (SH) storage structure as the SSLPV. The new single-scattering technique deposits radiance as SH coefficients during a ray marching procedure. The final result is rendered using a ray tracer with importance sampling along the camera ray. This framework also enables the ESLPV to render refractive objects. In addition, we also propose a distance transform optimization that can remove the unnecessary computations during the propagation cycle of LPV (Proceedings of the 2010 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, I3D ’10, pp 99–107 ACM 2010) based methods. A hierarchical propagation process is also proposed to render highly translucent materials. Similar to the SSLPV, our ESLPV method contains no precomputations, and has low storage requirements that are independent of the mesh size.
Article
Efficient light transport simulation in participating media is challenging in general, but especially if the medium is heterogeneous and exhibits significant multiple anisotropic scattering. We present Principal-Ordinates Propagation, a novel finite-element method that achieves real-time rendering speeds on modern GPUs without imposing any significant restrictions on the rendered participated medium. We achieve this by dynamically decomposing all illumination into directional and point light sources, and propagating the light from these virtual sources in independent discrete propagation domains. These are individually aligned with approximate principal directions of light propagation from the respective light sources. Such decomposition allows us to use a very simple and computationally efficient unimodal basis for representing the propagated radiance, instead of using a general basis such as spherical harmonics. The resulting approach is biased but physically plausible, and largely reduces the rendering artifacts inherent to existing finite-element methods. At the same time it allows for virtually arbitrary scattering anisotropy, albedo, and other properties of the simulated medium, without requiring any precomputation.
Conference Paper
High quality global illumination can enhance the visual perception of depth cue and local thickness of volumetric data but it is seldom used in scientific visualization because of its high computational cost. This paper presents a novel grid-based illumination technique which is specially designed and optimized for volume visualization purpose. It supports common light sources and dynamic transfer function editing. Our method models light propagation, including both absorption and scattering, in a volume using a convection-diffusion equation that can be solved numerically. The main advantage of such technique is that the light modeling and simulation can be separated, where we can use a unified partial-differential equation to model various illumination effects, and adopt highly-parallelized grid-based numerical schemes to solve it. Results show that our method can achieve high quality volume illumination with dynamic color and opacity mapping and various light sources in real-time. The added illumination effects can greatly enhance the visual perception of spatial structures of volume data.
Conference Paper
Volumetric light scattering is a complex phenomenon that is difficult to simulate in real time as light can be scattered towards the camera from everywhere in space. By assuming a single-scattering model, we can transform the usually-employed ray-marching into an efficient ray-independent texture filtering process. Our algorithm builds upon a rectified shadow map as input and we propose an efficient rectification scheme, which could be used by other approaches as well. The resulting scattering method is very fast and almost independent of the screen resolution, but it still produces near-reference results. These properties make it a good candidate for performance-critical applications, such as games.